#wildermyth
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avemakuta · 9 months ago
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More games where character creation is just the beginning of the character's appearance please.
More games where your adventures give you scars, wrinkles, gray hairs, bizarre magical tattoos, eyes that shine in the dark with the force of the curse upon you, patches of scales where you were splashed with the blood of the dragon you slew, sharp teeth from having to eat monster flesh to survive, a million little things that set you apart from the sweet innocent child who first set out on the road to adventure.
More games where other characters see you and know you're no ordinary townsfolk, because you've been irrevocably changed by your experiences and if you ever go home, you won't fit anymore.
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brownbirdtown · 6 months ago
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My mystic Hamander :] his favorite activites are lighting things on fire, dragging said fire unto enemies, and having a ton of children
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grendel-menz · 2 years ago
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procedurally generated rpg content
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ember-ling · 1 month ago
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The scent of saltwater, a subtle hiss... the crackle of electricity?
Shoutout to Wildermyth, my favorite game! When my friends and I play multiplayer and encounter technical difficulties, we joke that gorgons are chewing the wires.
(Character is a True Gorgon from @wildermyth-blog!)
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the-eyeless-watcher · 2 months ago
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I love wildermyth
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confusedalpacart · 1 month ago
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19. thrixl
wildermyth creature designs.... fantastic
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hfdgjyrf · 6 months ago
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Playing Wildermyth and put One Piece characters in.
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This event happened really early on. It's like it was meant to happen.XD This was completely random too.
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mahercbeaucoup · 11 months ago
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TTRPG Design Lessons from Wildermyth
I've recently been spending a good deal of time thinking about solo RPGs and playing Rangers of Shadow Deep, a solo miniature game. My brain has been buzzing with ideas for solo game design, but I wanted to extend my research into video games, and so I found myself playing Wildermyth. This game has been on my radar for years, but I finally took the time to sit down with it. I enjoyed the game's first campaign, and I came away with some lessons for solo TTRPG design.
Procedural Stories
As your party of heroes wanders the world of Wildermyth, the player is treated to vignettes of the characters' encounters with their environment. These little stories build much of the player's connection to their band of heroes, especially the ones who join later and appear less often in the main plot.
Coming from the OSR world, a natural comparison arises to random encounters, especially during overland exploration. But whereas OSR encounters can follow any structure (and it is not uncommon for them to merely provide a moment of flavor), the Wildermyth vignettes always result in a meaningful change to the game state (as far as I can tell). A character may gain a new item, or change in some unexpected way, and the player will have a choice to make. Because a vignette always results in some sort of change, the game has a continuous feel of forward momentum.
In solo games, I struggle with developing side characters (or characterization at all, if the game is primarily skirmish-based). Looking at Wildermyth's approach, I can see the potential for a spark table to take one or two characters and create a little side-adventure for them, giving them a little color and differentiating them from the others.
Overworld Map
Wildermyth's map is broken down into regions, and each type of region contributes a different gameplay option. Some areas may have ruins you can reclaim, giving you increased resources or "Legacy Points" (a type of special currency), that you can use to grow and enhance your party. Some areas might allow you to build a bridge across a river, or tunnel through a mountain pass, into an adjacent territory. Villages provide recruitment opportunities, and new areas need to be scouted.
Crucially, every action requires time to complete, and the world is always moving on. Timers count down to the next bad event, armies march across the map and destroy settlements, and the deck of potential enemies is always growing stronger. Even when you acquire enough party members to split them up over multiple locations, it always feels like there is never enough time to get to everything you want to.
This system is simple, but it adds rich, opportunities for gameplay. I would love to experiment with this kind of campaign layer in an otherwise more traditional skirmish game. By adding simple concrete benefits to the control of a region, a huge amount of gameplay naturally emerges, even before diving deep into other sorts of quest hooks that will develop.
Enemy Behavior
When it comes to the tactical battles, the enemy AI seems to be very simplistic (as it is in most games of this type, and video games in general). But this isn't a knock against the battles, because the game's designers clearly understand that you can compensate for AI with varied enemies and scenario design.
I could very much picture running these enemies manually, each one operating by a different tactic that is simple enough to execute manually, while also appearing in enough unique combinations and situations to the player on their toes. One enemy might always charge to the farthest character it can reach, while another might draw characters toward it. These are just a few examples from Wildermyth, but they demonstrate how a few simple enemies can drastically change the tactical situation.
Interfusion
The mage class in Wildermyth has "Interfusion" as its primary ability. This lets the character manipulate the scatter terrain in the environment, with different types of terrain offering different tactical benefits.
I haven't seen this kind of approach to magic before, and I think it has good potential on the tabletop.
Putting it all together
After playing Wildermyth, I have a clearer picture of the game that is brewing in my mind: a cross between a skirmish game and an RPG (hardly a new idea), focused on a war band securing an area, and reacting to dynamic threats with varied enemies and approaches to AI. It's the smallest of seeds, but I have a vision for what it can grow into.
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fabiansociety · 4 months ago
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yeah, i— that's very fair.
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cloaksandcapes · 5 months ago
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Anywhere Bow
Magic Artifact Weapon for Dungeons & Dragons 5e
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We here at Cloaks & Capes are BIG fans of the @wildermyth-blog game, and following its recent DLC Omenroad, and the official wrapping of the game, we wanted to give it homage.
So we took Elthiar's Bow, the Anywhere Bow, and made it into a Vestige of Divergence for 5th edition. We hope you like it, it took some work to make all the mechanics and rules feel good, and fit them on the card!
If you use this in your campaign, we would love to hear how it went! Also, go buy Wildermyth on Steam. :)
Anywhere Bow
Weapon (any bow or crossbow), artifact (requires attunement)
“This mythical weapon has a history shrouded in mystery. Even the most learned wizards are baffled by the magic it holds and its ability to fuse the consciousness of the wielder to ordinary items. The structure of the weapon seems naturally occuring and not something made by the hands of mortals.”
Interfusion. Using a bonus action, you can use the magic of this artifact to interfuse with an object that you can see within 30 feet (trees, rocks, furniture, etc.) In order to interfuse with something it must be considered a small, medium, or large object, that isn’t being worn or carried. If an object is destroyed or picked up, the interfusion ends. Interfusion lasts for one minute, unless you dismiss it as a free action. If you move more than 30 feet away from an interfused object, the effect ends.
Dormant
You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can interfuse with one object.
When you hit with a ranged attack using this weapon, your interfused objects launch a magical arrow at your target if it is within 60 feet of them, dealing 1d6 force damage. You can only trigger this effect once per round.
Deep Interfusion. As an action, you can interfuse with an object you can see within 60 feet and concentrate on it for 10 minutes. You can see and hear through this object with your own senses. During this time you are unable to use those senses with your body.
Awakened
You gain a +2 bonus to attack and damage rolls made with this magic weapon, and you can interfuse with two objects.
You can make your ranged attacks through interfused objects using your attack and damage bonuses. Attacking through an object deals force damage. The object making the attack does not deal its additional damage, but other interfused objects do. As long as the object has line of sight on your target, you do not need to be able to see it.
Exalted
You gain a +3 bonus to attack and damage rolls made with this magic weapon, and you can interfuse with three objects.
Traversal. You can use a bonus action to teleport to an interfused object, appearing in an empty space next to it. You can do this a number of times equal to your proficiency bonus, regaining expended uses after a long rest.
Open Mind. While interfused with an object you can use an action to send out a pulse of energy from it. Every creature within 60 feet of the object must make a DC 18 Charisma saving throw, or you learn its location. The creatures do not sense this effect. This property can't be used again until you finish a long rest.
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We add over 30 new items a month.
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rabbitsinvideogames · 1 year ago
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Golden Rabbit from Wildermyth
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fallow-foot · 26 days ago
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My wildermyth ocs my beloved (I have so many….)
Grys (crow touched) and Elonia are wives while Hyunnoc (wolf touched) and Hola are bestis of friends do not separate. I love them all so much and need to draw them more.
Screenshots undercut
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matcha-winery · 1 year ago
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Where it all began.
Decided to draw my party from my "The Enduring War" campaign as practice for this particular art style :]
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grendel-menz · 2 years ago
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My rpg funny guy got unfunnied swiftly and terribly
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rowan-e-ravenwood · 9 months ago
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alright, this made me laugh
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nagalias-mindscape · 1 month ago
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Somehow... Someway... we got four people together to play Wildermyth.
Right after our D&D session. This is amazing.
This is going to be chaotic.
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